r2mods/ilspy_dump/ror2_csproj/EntityStates.Wisp1Monster/FireEmbers.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Wisp1Monster;
public class FireEmbers : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float baseDuration = 2f;
public static string attackString;
private float duration;
private static int FireAttack1StateHash = Animator.StringToHash("FireAttack1");
private static int FireAttack1ParamHash = Animator.StringToHash("FireAttack1.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Util.PlayAttackSpeedSound(attackString, base.gameObject, attackSpeedStat);
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
PlayAnimation("Body", FireAttack1StateHash, FireAttack1ParamHash, duration);
string muzzleName = "";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleName;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.falloffModel = BulletAttack.FalloffModel.DefaultBullet;
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 0.5f;
bulletAttack.procCoefficient = 1f / (float)bulletCount;
bulletAttack.Fire();
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}